The Ravenloft Files: Dead of the Night
The Order of the Guardian is an august secret society that spans the breath of the Realm of Dread. Gliding through the shadows of the world and gathering in forlorn strongholds, its members pursue a noble but dangerous agenda. The Order is dedicated to the acquisition, protection, and destruction of evil artifacts, all for the purpose of ensuring that such fell items are never used by mortal hands. Many members of the Order are ascetics who devote their lives to keeping a solitary artifact locked away forever. At the vanguard of the Order, however, are the seekers, those who search tirelessly for artifacts and pursue the epic quests to destroy them. It is the Guardian seekers who pluck such diabolical objects from musty vaults and villainous hands, and who journey to the edge of the world to extinguish their evil utterly.
Most Guardian seekers are bards, clerics, wizards, or sorcerers, as a familiarity with magic is integral to the Order’s purpose. Many Guardian seekers have some levels in fighter or rogue, however. Their quests inevitably take them into the most lethal dungeons and crypts, where skill with a sword or a lockpick can be critical to survival and success.
To qualify to become a Guardian seeker, a character must fulfill all the following criteria.
Alignment: Any good.
Feats: Iron Will, Spell Focus (Divination).
Skills: Diplomacy 4 ranks, Knowledge (arcana) 6 ranks, Perception 4 ranks, Spellcraft 6 ranks.
Spellcasting: Ability to cast locate object.
Special: The character must be initiated into the Order of the Guardians by an existing member.
The Guardian seeker’s class skills are: Appraise, Craft, Diplomacy, Knowledge (arcana), Knowledge (history), Linguistics, Profession, Scry, and Spellcraft.
Skill Ranks at Each Level: 2 + Int modifier.
All of the following are class features of the Guardian seeker prestige class.
Weapon and Armor Proficiency: Guardian seekers are proficient with all simple weapons. Guardian seekers gain no proficiency with any armor.
Spells Per Day: A Guardian seeker continues advancing in arcane or divine spellcasting ability as well as gaining the abilities of his new class. Thus, when a new Guardian seeker level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Guardian seeker to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.
If a character had more than one spellcasting class before he became a Guardian seeker, the player must decide which class to assign each level of Guardian seeker for the purpose of determining spells per day.
Hardened Will (Ex): At 1st level, a Guardian seeker receives a +1 sacred bonus to his Will saves against mind-affecting effects. This bonus increases by +1 every other Guardian seeker level thereafter.
Forbidden Lore: A Guardian seeker is always alert for lore pertaining to evil magic items. A Guardian seeker may make a special forbidden lore check with a bonus equal to his Guardian seeker level + his Intelligence modifier to see whether he knows some relevant information about a particular object. The object in question must be an evil, intelligent magic item or an artifact that requires a powers check to bear or use. In all other ways, this ability is similar to the bardic knowledge ability. Guardian seekers who are also bards may stack their bard levels with their Guardian seeker levels for the forbidden lore check. Such characters may not, however, stack their Guardian seeker levels with their bard levels for other bardic knowledge checks unrelated to evil magic items. Like the bardic knowledge ability, the forbidden lore ability suffers a circumstance penalty when the topic relates to a domain with which the Guardian seeker is unfamiliar.
The Stain of Evil (Ex): A Guardian seeker can recognize magic items of great evil simply by looking at them. The GM should secretly make a Spellcraft check (DC equal to the item’s caster level) for the Guardian seeker whenever he views an evil,intelligent magic item or an artifact that requires a powers check to bear or to use. If the check is successful, the Guardian seeker instantly becomes aware of the item’s corrupt nature. The character learns no additional information regarding the item’s powers, curse, or other attributes. He simply knows intuitively, that the item “holds great evil.”
Quest of Destruction (Ex): At 2nd level, a Guardian seeker receives a +1 morale bonus to all attack rolls, damage rolls, saving throws, and skill checks whenever he is engaged in a quest directly related to the destruction of an evil intelligent magic item or an artifact that requires a powers check to bear to use. This bonus rises to +3 at 6th level and to +5 at 10th level.
|CL||BAB||Fort||Ref||Will||Special||Spells per Day|
|1st||+0||+0||+0||+2||Forbidden lore, stain of evil, hardened will +1||+1 level of existing class|
|2nd||+1||+0||+0||+3||Quest of destruction||+1 level of existing class|
|3rd||+2||+1||+1||+3||Hardened will +2||+1 level of existing class|
|4th||+3||+1||+1||+4||-||+1 level of existing class|
|5th||+3||+1||+1||+4||Hardened will +3||+1 level of existing class|
|6th||+4||+2||+2||+5||Quest of destruction +3||+1 level of existing class|
|7th||+5||+2||+2||+5||Hardened will +4||+1 level of existing class|
|8th||+6||+2||+2||+6||-||+1 level of existing class|
|9th||+6||+3||+3||+6||Hardened will +5||+1 level of existing class|
|10th||+7||+3||+3||+7||Quest of destruction +5||+1 level of existing class|